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Automating Gamification Personalization to the User and Beyond
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Automating Gamification Personalization to the User and Beyond (2022)Automating Gamification Personalization t…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Toward Meaningful Engagement:…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Lens of Intrinsic Skill A…An Inconvenient Truth: Arbitrary Distinctions Between Organizational, Mechanical Turk, and Other Convenience Samples (2015)An Inconvenient Truth: Arbitr…Gamification of Education: A Review of Literature (2014)Gamification of Education: A …The Gamification of Learning and Instruction (2012)The Gamification of Learning …A User-Centered Theoretical Framework for Meaningful Gamification (2012)A User-Centered Theoretical F…From game design elements to gamefulness (2011)From game design elements to …A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…An Introduction to the Five‐Factor Model and Its Applications (1992)An Introduction to the Five‐F…Task complexity: Definition of the construct (1986)Task complexity: Definition o…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Causal Texture of Organizational Environments (1965)Designing Complex Organizations (1973)Book ReviewsThe New Science of Management Decision, SimonHerbert A. rev. ed. 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(2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? 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References

  • 2011From game design elements to gamefulness11,928 cited
  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2002A Revision of Bloom's Taxonomy: An Overview8,797 cited
  • 1992An Introduction to the Five‐Factor Model and Its Applications7,392 cited
  • 2019The Gamification of Learning: a Meta-analysis2,587 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 1986Task complexity: Definition of the construct1,392 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts993 cited
  • 2015An Inconvenient Truth: Arbitrary Distinctions Between Organizational, Mechanical Turk, and Other Convenience Samples711 cited
  • 2016Gamification User Types Hexad Scale677 cited
  • 2015The Lens of Intrinsic Skill Atoms: A Method for Gameful Design588 cited
  • 2014Gamification of Education: A Review of Literature571 cited
  • 2017Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1568 cited

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  • 2012A User-Centered Theoretical Framework for Meaningful Gamification563 cited
  • 2012The Gamification of Learning and Instruction441 cited
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